almost every rpg without pvp fails. d2 was successful for numerous elements but its trading and pvp were the main ones plus the community attitude as a whole.

Wow... in my opinion, this statement is completely wrong.

Take a look at any given list of RPG games (here's a huge one, for example). Aside from MMORPGs and maybe ARPGs, the overwhelming majority of RPG games and its sub-genres are single player games or at least focused on single player, and if they have multi-player it's oftentimes co-op. I'd say PvP is rather an exception in this genre, or at least not a given. It's only in recent years that every single game developer feels like "oh we need PvP because it'll give us $$$" which has lead to a video game landscape that is more boring than ever before. But still many recent RPGs do not have PvP.

That aside, we had the discussion "PvP or not" recently and most of us agreed that PvP right now seems to be further away than ever for Diablo. It currently just doesn't fit at all - it'd break the game if they'd change skills and mechanics just for the sake of PvP, and that's unlikely after all the years of tweaking just to get a somewhat stable PvE experience. What we concluded though, as a possibility, might be the PvP/PvE mix that was on the frontpage a few weeks ago.

what i mean by fail is that they do not last near as long and dont have as much replay value for example d2 i played for like a dforever but elder scrolls got redundant... but im not talking about single player games obviousky..

After playing heroes of the storm i really feel that was the PvP of d3 right there...
The way i see it i would be happy with the arenas they promised and were even datamined along with a reduction of dmg done to players, like 75% less dmg in arenas.
There are so many great PvP or PvPvE ideas out there that they could make a whole new game with those, but direct combat is unlikely unfortunatly.

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direct combat is close to impossible to balance in this game, blizzard is already having a hard time to balance class around greater rifts <.<. PvEvP on the other hand, there were some great ideas posted on these forum already, each team having to clear the exact same map and stuff like that, we'll see, for now they are busy with blizzcon and stuff, we don't even know anything about season 2 yet D:

PvP in this game would have to be sooo balanced, with the current gameplay mechanics it would never work.. Too many op skills and equips..

I could see it happening easily if blizzard put some effort in it, but since most people want to progress their characters and compete on the ladder thingy/seasons(d2 style(ish)), blizzard will please the majority rather than create a new game mode for the minority because diablo has always been the kinda game where you group up(4-man -.-) and take down some baddies to progress your character, not beating each other up..

I do want stable PvP in this game though, but just don't see it coming

PVP in D3 would require it's own team. The only way it would really work is if in PVP mode, skills were balanced in a different manner than in PVE. I'm also not 100% convinced that some of the legendary properties would not be able to be properly balanced for PVP. That would mean those would need to be tweaked or disabled in PVP, which would make the relationship between PVP and PVE mode odd, since you'd hope that a game centered around items would allow you to use them in PVP as well.

It's not impossible to add PVP to D3, but to do it any kind of correctly, it'd require quite a bit of work and ingenuity from a few PVP dedicated devs to fit into the game, and not be some haphazard add-on feature that doesn't use any of the PVE gear or mechanics. Given that level of challenge, I seriously doubt we'll be seeing it, unless Blizzard finds a way to introduce a new revenue stream into the game (like micro transactions or something).

Adding flavor to a game that consists of many different ways to play and have fun is never a bad thing.

Untrue. Adding PvP to a PvE game can cause all sorts of balance issues. Look at WoW. How many skill changes have been made due to PvP that also affected PvE? The developers are always constantly trying to balance these two modes and that has had a huge effect on both sides. It's something that they've struggled with since the beginning. They've made lots of mistakes along the way and even though they're nearly a decade in, they still aren't happy with it and are poised (once again) to make massive changes to how PvP is balanced against PvE.

If there was no PvP, WoW would be a very different game. Not saying that would be good or bad, just saying that making PvP viable in D3 is likely to have significant impact on PvE.

what i mean by fail is that they do not last near as long and dont have as much replay value for example d2 i played for like a dforever but elder scrolls got redundant... but im not talking about single player games obviousky..

Did you just suggest that Elder Scrolls was a failure? Skyrim is one of the most popular games of all-time... almost certainly the most popular game in recent memory.

While I wouldn't participate in it myself, I think PvP could still show up in some of the scenario-based ideas that people have contributed in the past (first to the flag, first to clear, etc.). I also think that they could do combat-based PvP if they did the following:

1. Have a PvP-only character option. Similar to softcore and hardcore.
2. Create PvP-only items and but NO sets. Having a few legs with special abilities that you earn through combat points would be cool, but you also don't want another situation like we have on live now. (Akkhans, Firebirds, Jade, Mauraders, etc.). Also, different stat weights may be needed than what is currently on gear.
3. Limit special procs to the same item class. If you want something that changes a skill, then you get it on a weapon. This will make you be a little more strategic on what you equip. Using a current DH example, Do I want my bolas to explode instantly (on a new 1 hand xbow) or do I want my hungering arrow to have increased pierce change (on a 2 hand bow)? Bracers could have choices related to resource management, chests have options for survival, legs have mobility choices, etc.
4. Increase the cooldown periods for certain skills. For example, you should not be able to perma-akkhans in PvP. Another option for this could be to not allow for CDR to be on gear.
5. Change paragon to allow for a few different options more related to PvP needs. Hit chance, gain resource on hit.
6. Prevent skill and equipment changes at the beginning of a fight (similar to Grifts).
7. Time the battles.

That aside, we had the discussion "PvP or not" recently and most of us agreed that PvP right now seems to be further away than ever for Diablo.

Totally agree, with the new leaderboards system it's almost impossible to do without destroying all the balancing they struggled to achieve in the last months.

What they could do, however, is introduce a new stat that works in pvp only( sepparate from elite dmg/elite resist that works on players too) or sepparate arena gear to craft and find recipies for to normalize the damage taken and dealt by players. This would make PvP at least do-able, because right now there is only the " who clicks first" mechanic due to the huge ammount of damage we deal most duels I had ended up in 1 shot.

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Arenas, no balance required, players will find ways to survive, 3 toughness leg gems + fully toughness geared + the right skills used @ the right times and i doubt anyone can oneshot one, d3v had some awesome tournaments when brawling came out. they should just go:
"Here are the arenas we promised, btw we won't balance PvP, this is a PvE game, have fun experimenting"

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